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Posted

I know that e.g. pams harvestcraft eats every item id it can get its fat fingers on and vazkii is doing his absolute best to reduce the used id's.

 

But why the hassle?

 

Please push some enlightement into my dumb face, because i just dont get why its worth the trouble to avoid to many id's.

 

have a nice day

if you signed your post you wasted time

I know that e.g. pams harvestcraft eats every item id it can get its fat fingers on and vazkii is doing his absolute best to reduce the used id's.

 

But why the hassle?

 

Please push some enlightement into my dumb face, because i just dont get why its worth the trouble to avoid to many id's.

 

have a nice day

I don't think there is a reason to limit item IDs, but block ids are limited, and it makes for clearer code.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

  • Author

thanks for clearing that up

 

i didnt know what to google and after asking google if block ids are limited it said yes -> you are right.

 

 

if you signed your post you wasted time

While there is a limit on item IDs, it is much higher than the block ID limit, so there is not as much to worry about. But still, stay within reason.

 

It's something insanely high, around 65k yeah? (16 bits?)

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

...Just shy of 15 bits because...reasons

 

Sure. Why not. I'll go with that. That's also the maximum item metadata value, isn't it?

 

(I was trying to remember if 32k or 64k, and 16 bits--two bytes--made more sense)

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

That's also the maximum item metadata value, isn't it?
You mean the ItemStack "damage value", right? In that case:
[0, Short.MAX_VALUE]

.

 

A short would have a maximum value of 32,767 yes.

Which is 'approximately the same value' as I said.

Also, it's 1 less because I believe the exact value of 32,767 is used as the WILDCARD_VALUE

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Limiting your usage of a finite global resource pool is always a good idea.

You don't have to go overboard and make things super complex but if you have 20 different things that are functionally the same but with different textures, then why not use 1 item.

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